reactphysics3d/src/collision/CollisionDetection.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_COLLISION_DETECTION_H
#define REACTPHYSICS3D_COLLISION_DETECTION_H
// Libraries
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#include "../body/CollisionBody.h"
#include "broadphase/BroadPhaseAlgorithm.h"
#include "../engine/OverlappingPair.h"
#include "narrowphase/GJK/GJKAlgorithm.h"
#include "narrowphase/SphereVsSphereAlgorithm.h"
#include "../memory/MemoryAllocator.h"
#include "../constraint/ContactPoint.h"
#include <vector>
#include <map>
#include <set>
#include <utility>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Declarations
class BroadPhaseAlgorithm;
class CollisionWorld;
// Class CollisionDetection
/**
* This class computes the collision detection algorithms. We first
* perform a broad-phase algorithm to know which pairs of bodies can
* collide and then we run a narrow-phase algorithm to compute the
* collision contacts between bodies.
*/
class CollisionDetection {
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private :
// -------------------- Attributes -------------------- //
/// Pointer to the physics world
CollisionWorld* mWorld;
/// Broad-phase overlapping pairs
std::map<overlappingpairid, OverlappingPair*> mOverlappingPairs;
/// Broad-phase algorithm
BroadPhaseAlgorithm mBroadPhaseAlgorithm;
/// Narrow-phase GJK algorithm
GJKAlgorithm mNarrowPhaseGJKAlgorithm;
/// Narrow-phase Sphere vs Sphere algorithm
SphereVsSphereAlgorithm mNarrowPhaseSphereVsSphereAlgorithm;
/// Set of pair of bodies that cannot collide between each other
std::set<bodyindexpair> mNoCollisionPairs;
/// True if some collision shapes have been added previously
bool mIsCollisionShapesAdded;
/// All the contact constraints
// TODO : Remove this variable (we will use the ones in the island now)
std::vector<ContactManifold*> mContactManifolds;
// -------------------- Methods -------------------- //
/// Private copy-constructor
CollisionDetection(const CollisionDetection& collisionDetection);
/// Private assignment operator
CollisionDetection& operator=(const CollisionDetection& collisionDetection);
/// Compute the broad-phase collision detection
void computeBroadPhase();
/// Compute the narrow-phase collision detection
void computeNarrowPhase();
/// Select the narrow phase algorithm to use given two collision shapes
NarrowPhaseAlgorithm& SelectNarrowPhaseAlgorithm(const CollisionShape* collisionShape1,
const CollisionShape* collisionShape2);
/// Create a new contact
void createContact(OverlappingPair* overlappingPair, const ContactPointInfo* contactInfo);
/// Add a contact manifold to the linked list of contact manifolds of the two bodies
/// involed in the corresponding contact.
void addContactManifoldToBody(ContactManifold* contactManifold,
CollisionBody *body1, CollisionBody *body2);
public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionDetection(CollisionWorld* world, MemoryAllocator& memoryAllocator);
/// Destructor
~CollisionDetection();
/// Add a proxy collision shape to the collision detection
void addProxyCollisionShape(ProxyShape* proxyShape, const AABB& aabb);
/// Remove a proxy collision shape from the collision detection
void removeProxyCollisionShape(ProxyShape* proxyShape);
/// Update a proxy collision shape (that has moved for instance)
void updateProxyCollisionShape(ProxyShape* shape, const AABB& aabb);
/// Add a pair of bodies that cannot collide with each other
void addNoCollisionPair(CollisionBody* body1, CollisionBody* body2);
/// Remove a pair of bodies that cannot collide with each other
void removeNoCollisionPair(CollisionBody* body1, CollisionBody* body2);
/// Ask for a collision shape to be tested again during broad-phase.
void askForBroadPhaseCollisionCheck(ProxyShape* shape);
/// Compute the collision detection
void computeCollisionDetection();
/// Allow the broadphase to notify the collision detection about an overlapping pair.
void broadPhaseNotifyOverlappingPair(ProxyShape* shape1, ProxyShape* shape2);
// -------------------- Friendship -------------------- //
// TODO : REMOVE THIS
friend class DynamicsWorld;
};
// Select the narrow-phase collision algorithm to use given two collision shapes
inline NarrowPhaseAlgorithm& CollisionDetection::SelectNarrowPhaseAlgorithm(
const CollisionShape* collisionShape1,
const CollisionShape* collisionShape2) {
// Sphere vs Sphere algorithm
if (collisionShape1->getType() == SPHERE && collisionShape2->getType() == SPHERE) {
return mNarrowPhaseSphereVsSphereAlgorithm;
}
else { // GJK algorithm
return mNarrowPhaseGJKAlgorithm;
}
}
// Add a body to the collision detection
inline void CollisionDetection::addProxyCollisionShape(ProxyShape* proxyShape,
const AABB& aabb) {
// Add the body to the broad-phase
mBroadPhaseAlgorithm.addProxyCollisionShape(proxyShape, aabb);
mIsCollisionShapesAdded = true;
}
// Add a pair of bodies that cannot collide with each other
inline void CollisionDetection::addNoCollisionPair(CollisionBody* body1,
CollisionBody* body2) {
mNoCollisionPairs.insert(OverlappingPair::computeBodiesIndexPair(body1, body2));
}
// Remove a pair of bodies that cannot collide with each other
inline void CollisionDetection::removeNoCollisionPair(CollisionBody* body1,
CollisionBody* body2) {
mNoCollisionPairs.erase(OverlappingPair::computeBodiesIndexPair(body1, body2));
}
// Ask for a collision shape to be tested again during broad-phase.
/// We simply put the shape in the list of collision shape that have moved in the
/// previous frame so that it is tested for collision again in the broad-phase.
inline void CollisionDetection::askForBroadPhaseCollisionCheck(ProxyShape* shape) {
mBroadPhaseAlgorithm.addMovedCollisionShape(shape->mBroadPhaseID);
}
// Update a proxy collision shape (that has moved for instance)
inline void CollisionDetection::updateProxyCollisionShape(ProxyShape* shape, const AABB& aabb) {
mBroadPhaseAlgorithm.updateProxyCollisionShape(shape, aabb);
}
}
#endif